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Another NullPointerException

Posted: Sun Mar 14, 2010 11:14 pm
by TimW
NullPointerException
1.1.1 2010 03 12
{}
gamelogic.s.RoutPath.movePathGrow o gamelogic.BestFirstMovePath o gamelogic.s.RoutPath i4i4
gamelogic.s.PlayLogicImp.Pursue o gamelogic.s.PlayLogicImp o gamelogic.DoEventDelegate o gamelogic.s.PursuitSpec
gamelogic.s.PlayLogicImp.setRoutAndPursuit o util.Set o gamelogic.s.PlayLogicImp o gamelogic.DoEventDelegate
gamelogic.s.PlayLogicImp.intEndPhase i4 o gamelogic.s.PlayLogicImp o gamelogic.DoEventDelegate
gamelogic.s.OrderEndPhase.strExecute s o gamelogic.s.OrderEndPhase
gameinstance.GameManagerImp.blnDispatchOrder b o gameinstance.GameManagerImp
gameinstance.GameManagerImp.blnRunLogic b o gameinstance.GameManagerImp
Delegate.IM Invoke b
gameinstance.LogicThread.Process o gameinstance.LogicThread
gameinstance.LogicThread.Event Run o gameinstance.LogicThread

Occured during DAB game v. AI. Me Bosporan, AI Seleucid. Error occured during "between moves" movement (routing, pursuit, etc). Not sure which unit's move was the actual cause.

Do you still want reports of these errors?

Same thing

Posted: Mon Mar 15, 2010 2:45 am
by Jhykronos
Homemade Magnesia Scenario, Romans are pursuing routed Seleucids off the map.

NullPointerException
1.1.1 2010 03 12
{}
gamelogic.s.RoutPath.movePathGrow o gamelogic.BestFirstMovePath o gamelogic.s.RoutPath i4i4
gamelogic.s.PlayLogicImp.Pursue o gamelogic.s.PlayLogicImp o gamelogic.DoEventDelegate o gamelogic.s.PursuitSpec
gamelogic.s.PlayLogicImp.setRoutAndPursuit o util.Set o gamelogic.s.PlayLogicImp o gamelogic.DoEventDelegate
gamelogic.s.PlayLogicImp.intEndPhase i4 o gamelogic.s.PlayLogicImp o gamelogic.DoEventDelegate
gamelogic.s.OrderEndPhase.strExecute s o gamelogic.s.OrderEndPhase
gameinstance.GameManagerImp.blnDispatchOrder b o gameinstance.GameManagerImp
gameinstance.GameManagerImp.blnRunLogic b o gameinstance.GameManagerImp
Delegate.IM Invoke b
gameinstance.LogicThread.Process o gameinstance.LogicThread
gameinstance.LogicThread.Event Run o gameinstance.LogicThread

Posted: Tue Mar 16, 2010 4:03 pm
by keithmartinsmith
Thanks and this is fixed as part of the next update. Keith